Business simulation games: impact on SOLO taxonomy learning outcomes, learning performance and teamwork competency

IxD&A Pub Date : 2022-08-20 DOI:10.55612/s-5002-053-008
S. Nikou, A. Economides, Andromachi Boikou
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Abstract

Despite the increasing use of simulation games in business education, only few studies have explored the cognitive processes that learners employ while playing the game, with quite controversial results about the students’ learning outcomes. The current study analyses the impact of a Business Simulation Game (BSG) on the cognitive processes related to the “Structure of the Observed Learning Outcome” (SOLO) taxonomy. Moreover, overall learning performance and perceived teamwork competency have been investigated. A quasi-experimental pre and post-test design was applied. Eighty (80) university students played a marketing simulation game to practise a business marketing plan. The results showed a significant improvement in the unistructural and extended abstract levels of the taxonomy after playing the game. There was no significant difference in the multi-structural level while the effect on the relational level was negative. Also, a strong, positive correlation between perceived teamwork competency and learning performance was found. Implications for instructional designers and educators are discussed.
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商业模拟游戏对SOLO分类学习成果、学习绩效和团队合作能力的影响
尽管模拟游戏在商业教育中的应用越来越多,但只有很少的研究探索了学习者在玩游戏时所使用的认知过程,并且对学生的学习成果产生了相当有争议的结果。本研究分析了商业模拟游戏(BSG)对与“观察学习结果结构”(SOLO)分类相关的认知过程的影响。此外,整体学习绩效和感知团队合作能力也被调查。采用准实验前后试验设计。80名大学生玩了一个营销模拟游戏来练习商业营销计划。结果表明,玩游戏后,分类的非结构和扩展抽象水平有了显著提高。在多结构水平上无显著差异,而在关系水平上呈负向影响。此外,团队合作能力感知与学习绩效之间存在显著的正相关关系。讨论了对教学设计师和教育者的启示。
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